Loki
A roguelike action game in the spirit of Hades, made by two people in one week with Unity: combat, enemies, waves and saving.
- Year
- 2025
- Role
- All the programming, except the shop
- Team
- 2 people
- Technologies
- Unity, C#

Loki is a “Hades-like”: a roguelike action game in the spirit of Hades, built by two people with Unity in one week, in November 2025. I programmed the whole game except the shop, which my teammate made.
The game loop
The player starts in a hub, where a fountain heals them and a merchant sells upgrades. A portal sends them to the arena, where enemies arrive in ever larger waves. The gold picked up is kept on the way back to the hub, whether the run ends in victory or defeat.
Combat
- Two attacks, one physical and one magical, each described by a data file: damage multiplier, cooldown, shape of the hit area.
- The hit area is a cone or a rectangle facing the aim direction, with mouse or gamepad.
- Damage starts from the player’s stat, then is reduced by the target’s defence.
Enemies
- A shared base class, moved by the NavMesh, and two types: a melee enemy and a shooter.
- Each enemy follows a small state machine. The shooter backs away when the player comes close, to keep its distance.
- The number of enemies and their health grow from one wave to the next.
Architecture
- Systems talk through event channels stored in ScriptableObjects, without knowing each other directly.
- The state of the game (menu, hub, combat, pause, victory, defeat) is handled by a State pattern.
- A bootstrap script creates the managers at launch, and scenes load asynchronously.
- Progress is saved automatically, with five save slots.